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Angelo Kerman

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Everything posted by Angelo Kerman

  1. I'm in the process of integrating EL into Pathfinder. Are there any plans to switch from using MetalOre and Metal to CRP's MetallicOre and Metals?
  2. Allow me to introduce the Doc Science Lab, printed courtesy of OSE Workshop: I just need to add some finishing touches and do a final review, then I can finally publish the latest release.
  3. Actually, last night I was playing with some rover concepts...
  4. Hey folks, sorry for the lack of updates, I've been working very hard on Pathfinder of late. I just recompiled and updated CactEye2 to support the latest DOE, and updated the GRU lifetimes. Right now my plan is to keep the plugin and parts up to date with the latest KSP/DOE, but once I finish up on Pathfinder and dig into MOLE more, I can start looking into more enhancements and bug fixes for the CactEye. Get the latest here. CactEye2 BETA 6.7 - Recompiled for the latest version of DOE - The GRU-1000 now has a lifespan of 100 days. - The GRU-2000 now has a lifespan of 200 days.
  5. As you can see, I have a couple of new additions to my test base. They were printed via OSE Workshop and local resources, which means the Workshop and drill are working properly now (once OSE Workshop is officially updated). In the foreground is the new EL workshop, and just behind it is a fabrication module for uh, making stuff. I'm in the home stretch and am finally back to finishing the artwork for the science lab. The test base is great because I run into power management issues. I really need to get that Iron Horse generator made...
  6. I've heard that CKAN has issues, so you can bet that GitHub will always have the latest release. Anyway, I've made a lot of progress. I've got the OSEWorkshop functioning properly now (I have a pull request in progress), and debugged things on my end. I can now print parts in the Blacksmith. I also have some new templates, and did a lot of under the hood changes and bug fixes. I'm in the process of testing the Outback, and have confirmed that if you leave it on the ground and then switch focus to another vessel, the backpack will be gone when you come back. It seems to be something to do with it being flagged as debris, and the game cleans up debris. So far I haven't seen any error messages in the logs, except for a complaint by KAS that the part is -1m below ground for some odd reason... I guess space is a bad part of town...
  7. Hi Obi, I noticed an NRE being created with the latest update, it happens in OseModuleInventoryPreference.cs's VesselHasWorkshop(). I have a pull request to fix the issue, but just wanted to give you a heads up on the issue. Thanks for making such a great mod, I can 3D print parts for my base now (with some bug fixes in Pathfinder).
  8. No new updates yet. I don't know what is going on with CKAN, but github always has the latest, which is currently 0.1.6.
  9. Heh. Nope, not strange at all. I know why the weirdness is happening with the interaction between OSE Workshop and Pathfinder. The problem is in OseModuleInventoryPreference. It's not checking to see if the part's vessel is null, and as a result it throws an NRE. I think that part module is added to all parts, which is why Pathfinder's Conestoga and Buckboard (and others) are affected. I've got a pull request in motion to help correct the issue.
  10. Thank you much for releasing this props pack. Since I've never reated an IVA before, these will definitely help, along with those tutorial links. Looking forward to trying these out.
  11. Awesome. I need to do some investigation before creating a report. Thanks for the info.
  12. Just for info's sake since I see it in the NRE message, the craft did NOT have workshop on it. The only things were a capsule and the Conestoga. I'll keep testing and see if there's other problems with the Chuckwagon and will report back if I see anything. Thanks for the report. I noticed that too and don't know what's going on. It does appear to be related to the OSE Workshop; I deleted the mod from my test install and everything works fine.
  13. Nice! I actually do have plans for EL support coming up real soon... And in case anybody is wondering, yes there will be a greenhouse, but not in next update.
  14. Pretty cool. Glad to see that Pathfinder meshes well with the other mods. That's one reason I've made the textures look stock to the best of my ability. And it's working with my other mods too; DasValdez created a flying fuel tank for his Discovery II mission, and you couldn't tell that some parts came from DSEV, and others from NFT.
  15. I generally don't have that problem. When I plunk down the gaslight, I don't bolt it to the ground right away. Instead I pull it out of my inventory and put it on the ground. Then I grab it and bolt it in place. I never have a problem that way. That's no different than installing the Saddle.
  16. Glad you like the progress. believe me, so do I. While I figured out how science, transmit values, data amounts and the like all work, the problem I ran into was how to bend the system to do what I wanted. That has been a pain, but now I've built the tools to do what I'm trying to accomplish. This upcoming release has a lot of coding changes but it lays the foundation for future improvement. That's why it's taking so long... At one point my release plan for the new release was about a page long with all the tasks I had to do. By comparison earlier releases were a paragraph or two. Anyway, it's getting there, and I look forward to having my coding tasks done.
  17. I have some bug fixes for the drill on the way, I noticed some issues as well. I've been pretty silent of late because I've been busy sorting through bugs and have had a challenging time trying to figure out how science experiments work. Suffice to say I had a breakthrough and am back on track. - - - Updated - - - My effort is paying off. This in my test base on Minmus. As I get more functionality done I add to it.
  18. Very interesting. Caught up on your KRON 4 mission, love it. don't know what the gold muscles is about or the Naked Space Man, but the gold ball reminds me of Michael Crichton's Sphere. Too bad you couldn't drop the spent engines onto the ball and nuked the site from orbit.
  19. To build something like this? Botany Bay is one of my favorite Star Trek ships...
  20. Hm. Ok, sounds like there are a few more bugs left. The truss segments are designed to be heat insulators, so you'd need to use radiators to shed heat. The other bugs will take a bit to fix. Thanksfor the reports.
  21. Once again you have created stunningly beautiful artwork and designs, Nert. I continue to be inspired by the quality of your work. Definitely adding this one to my mods list.
  22. If you don't mind doing a little text editing with the Saddle.cfg and the contents of the spoiler text, and then delete the Saddle from your cargo crate and re-add it, you'll be ok. Otherwise, you might have to wait a few days while I sort through the latest update.
  23. I take that back, I am sorting through an issue with the Saddle that once again cannot be attached to the ground.. Below is the corrected module list for the Saddle. Just take all the MODULE nodes in Saddle.cfg and replace them with the ones below. I'll have this fixed in the next update. MODULE { name = ModuleKISItem volumeOverride = 100 stackable = true allowPartAttach = 2 allowStaticAttach = 1 staticAttachBreakForce = 10 } MODULE { name = KASModuleStrut nodeTransform = plugPort1 type = PipeSize1 maxLenght = 50 maxAngle = 100 breakForce = 600 allowDock = true allowPumpFuel = true hasCollider = false tubeScale = 0.15 jointScale = 0.15 textureTiling = 1 tubeSrcType = Joined tubeTgtType = Joined evaStrutPos = (0.05, 0.059, -0.21) evaStrutRot = (190.0, 0.0, 0.0) tubeTexPath = KAS/Textures/pipe } MODULE { name = KASModuleStrut nodeTransform = plugPort2 type = PipeSize1 maxLenght = 50 maxAngle = 100 breakForce = 600 allowDock = true allowPumpFuel = true hasCollider = false tubeScale = 0.15 jointScale = 0.15 textureTiling = 1 tubeSrcType = Joined tubeTgtType = Joined evaStrutPos = (0.05, 0.059, -0.21) evaStrutRot = (190.0, 0.0, 0.0) tubeTexPath = KAS/Textures/pipe } MODULE { name = WBIMultiKASPipe portName = plugPort } MODULE { name = ModuleKISItemEvaTweaker editorItemsCategory = false carriable = true equipMode = part equipSlot = jetpack equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0,-0.2,-0.45) equipDir = (0,0,0) } MODULE { name = ModuleKISPartMount mountedPartNode = bottom sndStorePath = KIS/Sounds/containerMount allowRelease = true MOUNT { attachNode = top allowedPartName= WBI_Ponderosa allowedPartName= WBI_Buckboard allowedPartName = KIS_Container1 allowedPartName = rtg } }
  24. Just a heads up, KIS 1.2.1 was just released. Pathfinder should work with it without an update; Pathfinder isn't tied to a specific version of KIS.
  25. Nice! Can you elaborate on what useExternalStaticAttach does? Pathfinder is built around your mod and I want to be sure that it works properly. I have a few parts that require the statc attach.
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